Wizardry : Nemesis - part 3 As experienced by Arnie @~Continued from Issue 51 Ystalin's Lair - "Here Be Dragons" As you enter turn round and go through the doors walk forward and pick up the gauge. In the room is a door, which very obviously needs lots of mechanical bits to open it. Explore around and pick up all the pieces, this is very simple apart from one missing piece. Go to the draughting table and examine all of the blueprints then look on top of the rolled up ones where the missing fuse will be found. Return to the door and go left where you can assemble the pieces in the following order. 1. Put the large gear on the peg at the upper left of the wall. 2. Put the drive belt on the large gear. 3. Put the piston on the large gear. 4. Put the gauge on the power conductor. 5. Put the big fuse and then the small fuse in the fuse system. 6. Put the pump on the two white pegs to the right of the fuses. When you are done right click on the door to open it and go down the stairs. You will end up in a room with a large statue in the centre. Turn right and get the note from Gamel of Kienderan on the floor. Walk up to the front of the statue and get the scroll on the left (note from Tala). My Mummy always told me never to steal from dragons as nasty things can happen so I left all the obvious temptations alone, however we are not all so goody- goody so on your head be it. (At this point Zeke sulks, remembering "Chronicles of the Sword") Now walk around the right side of the statue north to the big double doors. Right-click on the rectangle on the door and you find another puzzle. Right-click on the red button and you'll see four squares with different arrangements of swords in each box. The object is to get the end box with the swords pointing down then push the red button and click on the door to open it. Go down the stairs through the Dragon doors. You are now standing in a treasure room filled with all sorts of tempting goodies but as my mum says "there are enough problems out there, son, without having a dragon burning your butt". So leave well alone. As you go up the stairs you are then greeted by Ystalin the dragon. If you have been a good boy, he (I presume it's a he) will tell you all about the talismans and about the medallion that you wear. After the story Ystalin gives you the most powerful talisman of all, the power of the Basilisk. (At the end scene of the game it was the only way I found to kill the monster maybe someone else can come up with a different ending). Being a kind sort he also give you a lift to the next stop which is Nithera. Nithera You start off in a maze where, apart from nasty creatures trying to kill you, there are several objects to collect - chain mail, sword, lamp oil and a sextant. There are some pillars on the wall so click on them to open a door and enter the rug room. A warning; do not step on the rug as you go a nice shade of green and as long as you are in the room cannot cure the poison. If you turn right from the doorway you entered from there is some armour but you probably won't need it if you still have the armour from Ystalin. Walk around the rug and go down the stairs. Go south, east and north to room with a large kettle in it, exit to the east to the next room (dining room) and get the fire iron on the floor to your right next to the fire pit. Take two steps north and walk east to the wall past the benches. Examine the torches on the wall and use the fire iron to move the hot one. This will open up a secret door. Go up the stairs and you come to a room with flying knives, now here is where I got lost and had to get help. It appears that elsewhere there is a fountain and three beakers that you are supposed to fill and balance on the plates but mine just sank without trace with no explanation as to what they were supposed to do. Someone told me that they were supposed to de-activate the knives but mine didn't. Never mind, just walk forward carefully after a flying knife and reach the pedestal, here are two potions, take them and right click on the sphere to deactivate the knives. This all seems a bit pointless (apart from the knives). Turn right (west) and go down the hole in the floor through a tunnel to a room that was behind a door that you couldn't unlock from the other side. Go west to the room and get the amber wand. Go back down the hole to the room with the sphere and exit through the gate at the end to get back to the dining room. Exit to the hall and go through the silver door with the snake on the panel, through this room to the north door, which is locked. The south door leads to a hallway with several doors. Exit the fountain and head north to the next room. The room to the south is empty so head off down the hall to the gate and get ready for a swim. Oops, should have had sword in hand as an electric creature attacks you. Kill it and go underwater to find a crack in the rock, enter the crack and find a useless mask. Use the shovel a couple of times and get back to the surface rapidly. Leave the pool and return to the hall and explore until you find the main library and prepare to be as confused as I was. THE MAIN LIBRARY Here are - surprise, surprise - lots of books, some you have already picked up elsewhere so even if you get them again you still only have one copy. One particular book makes you fight yourself and you are hard to kill; the way out of this is to find yet another book (yawn) that removes the curse. Climbing ladders and moving around the walls did not seem to be very fruitful and I eventually got bored and moved the light at the top of the stairs that opened another secret passage. Down here is a glowing blue door that only opens by touch. A glowing blue dog appears and he is one tough cookie. When you have killed him get the new weapon, a Kriss, which is a wavy sort of sword which does loads of damage. Read the books and if you haven't yet lost the thread of the story as Arnie had, Jaren is not all he appears to be. To exit the room there are two blue dogs this time so kill the first one and run like hell back to the rug room. This time go to the left and find a room on fire which looks like you could use your shovel on but not yet. Return to the rug room and stand beside the horn on the wall, ignore the obvious panel and search the wall to the right of the horn where a secret room lurks. (ok, Graham Wheeler). Use the levers to turn down the flames in the burning room and return to it. Go N, E, S and get another book from the bookcase then explore until you come to a room with the letter F on it. Use the jade wand and get the talisman of restore energy. Leave the room and go the collapsed hallway, using the shovel dig it out and you should find an impression of a sextant on the wall. Next use the sextant to enter a ruined room. this is where the mages combined all of the talismans and it exploded. Pick up the heal all talisman and exit outside. There is a small dragon guarding a small ship, now I did not kill it but jumped onto the ship and used the sextant to control the steering. By clicking on the wheel I ended up back at the gondola station and had a good kip. @~More to follow ... in Issue 52 - o -